[WIPZ/BETA] DarNified UI NV

Post » Fri May 27, 2011 4:09 am

I take it you mean v3, and that might not be tonight. :)


Actually I'm behind, work has been kicking my butt this week again and my horse stepped on my wife's foot on Monday :cryvaultboy: Its been a hectic week and certainly NOT enough Fallout: New Vegas. I was still running on V1, looking forward to V2 tonight and V3 when your done!

Cheers and thanks! :foodndrink:

Miax
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Jessica Phoenix
 
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Post » Fri May 27, 2011 8:08 pm

While I use custom ammo (EMP) from this mod http://www.newvegasnexus.com/downloads/file.php?id=35646 the E overlaps the CND bar a bit.

Yup. Already in the works.

I agree on the Skill cap 255 mod. A patch is strongly needed for this. Had a look on the files with Notepad++. It seems liks the "levelup_menu.xml" is used by booth mods. Problem for me was, DUI changed so much I couldn't even compare the files. I can show you the changes compared to vanilla file though:

In "data/menu/levelup_menu.xml" change line 293:

to


Line 368:

<_MaxValue> 100 
to
<_MaxValue> 255 


Line 395:

  
to

<!--string>  																								


Hope that helps, I'll try myself.

These are basically the needed changes for all mods of this kind. This should be in DUI already, though probably done a bit different. It might be bugged actually.

Actually I'm behind, work has been kicking my butt this week again and my horse stepped on my wife's foot on Monday :cryvaultboy: Its been a hectic week and certainly NOT enough Fallout: New Vegas. I was still running on V1, looking forward to V2 tonight and V3 when your done!

Cheers and thanks! :foodndrink:

Miax

Give my best to the missus. :)
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Gemma Archer
 
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Post » Sat May 28, 2011 9:27 am

Thanks DarN for all the work you do to make my gaming experience that much better. Full on supporter since Oblivion, I'm what you would call a DarN snob. Hate playing the game without your interface. Still don't understand why Bethesda hasn't hired you yet. Oh yeah, they're getting the milk for free. Quite the enabler you are DarN. Indeed - and thanks for that! :) Going to put away New Vegas until your mod is complete. On a side note, and in your opinion, is this "done" enough so as to play the game with just a few stupid bugs or should I wait before kicking NV to the wayside for a bit? Thanks!
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Stat Wrecker
 
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Post » Sat May 28, 2011 2:47 am

Hi again, Gib. :)

You can play the game just fine with this. It's not complete yet, of course, so you get some ugliness with untreated menus. It's also got a few bugs that I'm ironing out as I go. Ie. the usual fare. :D
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Peter P Canning
 
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Post » Sat May 28, 2011 10:33 am

While playing with the current release and the Pitt-Gal doll I thought of a suggestion to make. The current problem is the doll gets cut up and I would like to see a way to switch between dolls if possible, so if I'm playing a male character I can use the original pip-boy doll and then switch to use the Pitt-Gal for female characters. But having to cut and paste those files by hand back and forth to add/remove the Pitt-Gal is a pain. If you (or someone with talent and time) could add a way to switch between multiple dolls without manually moving files each time would be a nice option to have. Maybe having a small selection of dolls to pick from, right now there are at lest two dolls on the Nexus in the future there maybe many more. So to prevent future issues like the cut up or dolls that don't fit you UI you could plan for it ahead of time.

Just something to think about or ignore when your at the point of adding on new features.
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katie TWAVA
 
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Post » Fri May 27, 2011 7:52 pm

While playing with the current release and the Pitt-Gal doll I thought of a suggestion to make. The current problem is the doll gets cut up and I would like to see a way to switch between dolls if possible, so if I'm playing a male character I can use the original pip-boy doll and then switch to use the Pitt-Gal for female characters. But having to cut and paste those files by hand back and forth to add/remove the Pitt-Gal is a pain. If you (or someone with talent and time) could add a way to switch between multiple dolls without manually moving files each time would be a nice option to have. Maybe having a small selection of dolls to pick from, right now there are at lest two dolls on the Nexus in the future there maybe many more. So to prevent future issues like the cut up or dolls that don't fit you UI you could plan for it ahead of time.

Just something to think about or ignore when your at the point of adding on new features.

Should be easy actually. Filenames can be used in an index fashion. Just provide 3 alternatives and offset by index. This would have to be after v1.0 for me to even consider.
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Pants
 
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Post » Sat May 28, 2011 12:48 am

At that point you could likely make the ESP auto-switch between Vault-Boy and Vault-Girl depending on player character gender (with an override in case someone doesn't like that).
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Terry
 
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Post » Sat May 28, 2011 12:28 am

Should be easy actually. Filenames can be used in an index fashion. Just provide 3 alternatives and offset by index. This would have to be after v1.0 for me to even consider.


Thank you, just putting the thought in your head was all I was hoping for for the moment anyways.
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Cody Banks
 
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Post » Sat May 28, 2011 12:19 am

At that point you could likely make the ESP auto-switch between Vault-Boy and Vault-Girl depending on player character gender (with an override in case someone doesn't like that).

I don't know... Auto switch seems a bit harsh. Also, this would have to require imagery provided by mods the user may or may not have. I could make a setting I suppose.
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Danny Warner
 
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Post » Sat May 28, 2011 7:48 am

Great work as usual, two comments though, first has been mentioned before that some text runs off to the right on pop up boxes ( http://imgur.com/3UMdZ.png ), the second is that the font decenders hit the selection box during dialog ( http://imgur.com/8987u.png ), a few pixels either side would stop it looking as cramped IMO (Was using Pipware before which modified the dialog UI, but removed its files before installing)
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Casey
 
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Post » Sat May 28, 2011 1:37 am

Great work as usual, two comments though, first has been mentioned before that some text runs off to the right on pop up boxes ( http://imgur.com/3UMdZ.png ), the second is that the font decenders hit the selection box during dialog ( http://imgur.com/8987u.png ), a few pixels either side would stop it looking as cramped IMO (Was using Pipware before which modified the dialog UI, but removed its files before installing)

The Message Menu is on the todo list for v3. Wrapwidth (i.e wordwrap) is useless without proper dimensions you see... The order in which content is created in these menus often create weird bugs like this one and the aforementioned notes clipping. The Dialog stuff will be tweaked at some point when polish ensues.

---

http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons2.jpg - Thanks to Delacroix for the save game. :)
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Bek Rideout
 
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Post » Fri May 27, 2011 8:03 pm

I think the mods list would look better without the bars between the different mods. Also, if possible I'd like the weapon's Spread value to be shown above the weapon's Weight (as that's the next most important statistic that we're missing).
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Trent Theriot
 
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Post » Sat May 28, 2011 7:06 am

I think the mods list would look better without the bars between the different mods. Also, if possible I'd like the weapon's Spread value to be shown above the weapon's Weight (as that's the next most important statistic that we're missing).

You may be right about the lines. I only just discovered these multiple mods when the bug reports came. :) I don't think weapon spread is available in the menu?
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Alexander Lee
 
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Post » Sat May 28, 2011 1:14 am

You may be right about the lines. I only just discovered these multiple mods when the bug reports came. :) I don't think weapon spread is available in the menu?


No, you are not normally able to view a weapon's spread value.

I would agree that it could look better, removing the lines between various mods. Also, the split DPS/DMG(DAM) looks great, its silly to have to wait between it swapping back and forth. Im glad the savegame is useable, lets just hope noone noticed that ive cheated (just slightly...)
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Heather M
 
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Post » Fri May 27, 2011 11:56 pm

NVSE required then.
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Tha King o Geekz
 
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Post » Sat May 28, 2011 4:38 am

I would agree that it could look better, removing the lines between various mods.

http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons3.jpg - http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons2.jpg

Open in 2 tabs and flip to see diff. I scaled it a bit too.
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Gemma Woods Illustration
 
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Post » Fri May 27, 2011 10:06 pm

http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons3.jpg - http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons2.jpg

Open in 2 tabs and flip to see diff. I scaled it a bit too.


i personally prefer the no line version...little less cluttered
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Shelby Huffman
 
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Post » Sat May 28, 2011 3:44 am

Another bug: http://img253.imageshack.us/img253/3531/containermenu.jpg

There's a line above "Take All" and "Exit" when you first open the container menu. It disappears when you select anything.
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Nitol Ahmed
 
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Post » Sat May 28, 2011 8:45 am

i personally prefer the no line version...little less cluttered

That's the intention. Looks more like a proper list as well.

Another bug: http://img253.imageshack.us/img253/3531/containermenu.jpg

There's a line above "Take All" and "Exit" when you first open the container menu. It disappears when you select anything.

It's the frame from the new strength entry. Are you sure that's not there in vanilla?
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R.I.P
 
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Post » Fri May 27, 2011 11:38 pm

Looks much better without the lines, but I still think the whole thing is looking very clustered overall. Have you tried stacking DPS, DAM, WG and the Bullet Icon along the right side above STR? That should look neater.
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Doniesha World
 
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Post » Fri May 27, 2011 10:51 pm

It's the frame from the new strength entry. Are you sure that's not there in vanilla?


I haven't tested it in vanilla, but I know that it wasn't there in FO3 (maybe because there was no strength entry!) I'll try it without DUI now.

Edit: Yes, actually, it is in vanilla, but I still think it looks odd. It serves no useful function, and it disappears whenever you hover over an item. It looks like a bug caused by the addition of that new entry to me.
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kiss my weasel
 
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Post » Sat May 28, 2011 1:15 am

http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons3.jpg - http://ui.darnified.net/wip/DUIFONV/v1/DUIFONV_InventoryWeapons2.jpg

I also slightly prefer the no lines version.
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le GraiN
 
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Post » Fri May 27, 2011 11:26 pm

In the default UI, I've encountered a strange bug many times in the crafting menus (workbench, etc.). When I mouse over an item, the ingredients on the right will sort of get stuck and won't change if I mouse over another item to craft. Does this issue happen with DUI as well?
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Alexander Horton
 
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Post » Fri May 27, 2011 8:09 pm

In the default UI, I've encountered a strange bug many times in the crafting menus (workbench, etc.). When I mouse over an item, the ingredients on the right will sort of get stuck and won't change if I mouse over another item to craft. Does this issue happen with DUI as well?

I haven't done that menu yet. It's the first new one I'll start on once the bughunt is over though.
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Romy Welsch
 
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Post » Sat May 28, 2011 9:50 am

Edit: Yes, actually, it is in vanilla, but I still think it looks odd. It serves no useful function, and it disappears whenever you hover over an item. It looks like a bug caused by the addition of that new entry to me.

I thought I saw it there in vanilla too. :)

I'll see if I can find a workaround/fix. There are more vanilla bugs around I think...
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Alex [AK]
 
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